default.vertex.fx 5.5 KB

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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #endif
  4. #define MAP_EXPLICIT 0.
  5. #define MAP_SPHERICAL 1.
  6. #define MAP_PLANAR 2.
  7. #define MAP_CUBIC 3.
  8. #define MAP_PROJECTION 4.
  9. #define MAP_SKYBOX 5.
  10. // Attributes
  11. attribute vec3 position;
  12. attribute vec3 normal;
  13. #ifdef UV1
  14. attribute vec2 uv;
  15. #endif
  16. #ifdef UV2
  17. attribute vec2 uv2;
  18. #endif
  19. #ifdef VERTEXCOLOR
  20. attribute vec3 color;
  21. #endif
  22. #ifdef BONES
  23. attribute vec4 matricesIndices;
  24. attribute vec4 matricesWeights;
  25. #endif
  26. // Uniforms
  27. uniform mat4 world;
  28. uniform mat4 view;
  29. #ifdef DIFFUSE
  30. varying vec2 vDiffuseUV;
  31. uniform mat4 diffuseMatrix;
  32. uniform vec2 vDiffuseInfos;
  33. #endif
  34. #ifdef AMBIENT
  35. varying vec2 vAmbientUV;
  36. uniform mat4 ambientMatrix;
  37. uniform vec2 vAmbientInfos;
  38. #endif
  39. #ifdef OPACITY
  40. varying vec2 vOpacityUV;
  41. uniform mat4 opacityMatrix;
  42. uniform vec2 vOpacityInfos;
  43. #endif
  44. #ifdef REFLECTION
  45. uniform vec3 vEyePosition;
  46. varying vec3 vReflectionUVW;
  47. uniform vec3 vReflectionInfos;
  48. uniform mat4 reflectionMatrix;
  49. #endif
  50. #ifdef EMISSIVE
  51. varying vec2 vEmissiveUV;
  52. uniform vec2 vEmissiveInfos;
  53. uniform mat4 emissiveMatrix;
  54. #endif
  55. #ifdef SPECULAR
  56. varying vec2 vSpecularUV;
  57. uniform vec2 vSpecularInfos;
  58. uniform mat4 specularMatrix;
  59. #endif
  60. #ifdef BUMP
  61. varying vec2 vBumpUV;
  62. uniform vec2 vBumpInfos;
  63. uniform mat4 bumpMatrix;
  64. #endif
  65. #ifdef BONES
  66. uniform mat4 mBones[BonesPerMesh];
  67. uniform mat4 viewProjection;
  68. #else
  69. uniform mat4 worldViewProjection;
  70. #endif
  71. // Output
  72. varying vec3 vPositionW;
  73. varying vec3 vNormalW;
  74. #ifdef VERTEXCOLOR
  75. varying vec3 vColor;
  76. #endif
  77. #ifdef CLIPPLANE
  78. uniform vec4 vClipPlane;
  79. varying float fClipDistance;
  80. #endif
  81. #ifdef FOG
  82. varying float fFogDistance;
  83. #endif
  84. #ifdef SHADOWS
  85. #ifdef LIGHT0
  86. uniform mat4 lightMatrix0;
  87. varying vec4 vPositionFromLight0;
  88. #endif
  89. #ifdef LIGHT1
  90. uniform mat4 lightMatrix1;
  91. varying vec4 vPositionFromLight1;
  92. #endif
  93. #ifdef LIGHT2
  94. uniform mat4 lightMatrix2;
  95. varying vec4 vPositionFromLight2;
  96. #endif
  97. #ifdef LIGHT3
  98. uniform mat4 lightMatrix3;
  99. varying vec4 vPositionFromLight3;
  100. #endif
  101. #endif
  102. #ifdef REFLECTION
  103. vec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)
  104. {
  105. if (mode == MAP_SPHERICAL)
  106. {
  107. vec3 coords = vec3(view * vec4(worldNormal, 0.0));
  108. return vec3(reflectionMatrix * vec4(coords, 1.0));
  109. }
  110. else if (mode == MAP_PLANAR)
  111. {
  112. vec3 viewDir = worldPos.xyz - vEyePosition;
  113. vec3 coords = normalize(reflect(viewDir, worldNormal));
  114. return vec3(reflectionMatrix * vec4(coords, 1));
  115. }
  116. else if (mode == MAP_CUBIC)
  117. {
  118. vec3 viewDir = worldPos.xyz - vEyePosition;
  119. vec3 coords = reflect(viewDir, worldNormal);
  120. return vec3(reflectionMatrix * vec4(coords, 0));
  121. }
  122. else if (mode == MAP_PROJECTION)
  123. {
  124. return vec3(reflectionMatrix * (view * worldPos));
  125. }
  126. else if (mode == MAP_SKYBOX)
  127. {
  128. return position;
  129. }
  130. return vec3(0, 0, 0);
  131. }
  132. #endif
  133. void main(void) {
  134. mat4 finalWorld;
  135. #ifdef BONES
  136. mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
  137. mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
  138. mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
  139. mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
  140. finalWorld = world * (m0 + m1 + m2 + m3);
  141. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  142. #else
  143. finalWorld = world;
  144. gl_Position = worldViewProjection * vec4(position, 1.0);
  145. #endif
  146. vec4 worldPos = finalWorld * vec4(position, 1.0);
  147. vPositionW = vec3(worldPos);
  148. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  149. // Texture coordinates
  150. #ifndef UV1
  151. vec2 uv = vec2(0., 0.);
  152. #endif
  153. #ifndef UV2
  154. vec2 uv2 = vec2(0., 0.);
  155. #endif
  156. #ifdef DIFFUSE
  157. if (vDiffuseInfos.x == 0.)
  158. {
  159. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  160. }
  161. else
  162. {
  163. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  164. }
  165. #endif
  166. #ifdef AMBIENT
  167. if (vAmbientInfos.x == 0.)
  168. {
  169. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  170. }
  171. else
  172. {
  173. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  174. }
  175. #endif
  176. #ifdef OPACITY
  177. if (vOpacityInfos.x == 0.)
  178. {
  179. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  180. }
  181. else
  182. {
  183. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  184. }
  185. #endif
  186. #ifdef REFLECTION
  187. vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);
  188. #endif
  189. #ifdef EMISSIVE
  190. if (vEmissiveInfos.x == 0.)
  191. {
  192. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  193. }
  194. else
  195. {
  196. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  197. }
  198. #endif
  199. #ifdef SPECULAR
  200. if (vSpecularInfos.x == 0.)
  201. {
  202. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  203. }
  204. else
  205. {
  206. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  207. }
  208. #endif
  209. #ifdef BUMP
  210. if (vBumpInfos.x == 0.)
  211. {
  212. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  213. }
  214. else
  215. {
  216. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  217. }
  218. #endif
  219. // Clip plane
  220. #ifdef CLIPPLANE
  221. fClipDistance = dot(worldPos, vClipPlane);
  222. #endif
  223. // Fog
  224. #ifdef FOG
  225. fFogDistance = (view * worldPos).z;
  226. #endif
  227. // Shadows
  228. #ifdef SHADOWS
  229. #ifdef LIGHT0
  230. vPositionFromLight0 = lightMatrix0 * vec4(position, 1.0);
  231. #endif
  232. #ifdef LIGHT1
  233. vPositionFromLight1 = lightMatrix1 * vec4(position, 1.0);
  234. #endif
  235. #ifdef LIGHT2
  236. vPositionFromLight2 = lightMatrix2 * vec4(position, 1.0);
  237. #endif
  238. #ifdef LIGHT3
  239. vPositionFromLight3 = lightMatrix3 * vec4(position, 1.0);
  240. #endif
  241. #endif
  242. // Vertex color
  243. #ifdef VERTEXCOLOR
  244. vColor = color;
  245. #endif
  246. }